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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_SPU2_Alloc">FSOUND_SPU2_Alloc</A></H2>
Allocates SPU2 Ram<BR>
<P>
<B>void * F_API </B><B> </B><B>FSOUND_SPU2_Alloc</B><B>(</B><BR>
<B>int </B><B> </B><I>length</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>length</I></TD>
<TD>Length in bytes of SPU2 sound RAM to be allocated.<BR>
</TD></TABLE>
<H3>Return Value</H3>
An IOP based handle for the SPU2 ram block.  <BR>
<H3>Remarks</H3>
This function is mainly used to reserve memory for purposes such as 3rd party libraries needing memory for their own spu2 use.<BR>
DO NOT use this as the offset into spu2 ram!  Use FSOUND_SPU2_GetRawAddress to get the spu2 offset into sound ram from this handle.<BR>
-----------<BR>
The SPU2 has 2mb of ram available, unless reverb is activated on both cores, then it is less.  You can disable reverb using <BR>
FSOUND_INIT_PS2_DISABLECORE0REVERB and FSOUND_INIT_PS2_DISABLECORE1REVERB with FSOUND_Init.<BR>
___________________<BR>
Supported on the following platforms : PlayStation 2<BR>
<H3>See Also</H3>
<A HREF="FSOUND_Init.html">FSOUND_Init</A>
, 
<A HREF="FSOUND_SPU2_Free.html">FSOUND_SPU2_Free</A>
, 
<A HREF="FSOUND_SPU2_GetRawAddress.html">FSOUND_SPU2_GetRawAddress</A>
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